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# Firebrand (Fighter) A fire burns in all of us. For some these flames are small and eventually die out. For others, they are fanned to a degree that can consume them. It is odd that those that march to war, with little in the way of magical connection, could become the inheritors of great planar royalty. Marital men and women do tend to have a great deal of drive and passion. Maybe that is why the Eternal Flame chooses them. Regardless, when these people encounter a sufficiently potent wellspring of elemental fire, like a Staff of Fire or a gateway to the City of Brass, something ignites in them and they are forever changed. Firebrands are just as their namesake. They are bold in action and seek out dangerous situations, wishing to challenge the status quo. However, you will never have a more passionate defender fighting alongside you the dead of night. ### Firebrand Features | Level |Feature | |:----:|:-------------| | 3rd |Flamekin, Molten Transfusion | | 7th |Brazen Emir | | 10th |Wildfire | | 15th |Blazing Sovereign | | 18th |Sultan of the Pyre, Planar Native | #### Flamekin When you gain this archetype at 3rd level, you become proficient in either Performance or Persuasion. You also learn the Primordial language. #### Molten Transfusion At level 3, as a bonus action, you infuse your attacks with blazing heat. You deal an extra 1d6 of fire damage until the start of your next turn with any attack. You can use this feature a number of times equal to your Charisma modifier (minimum of one). Any expended uses are regained after a long rest. #### Brazen Emir At level 7, you gain resistance to fire damage and gain the ability to cast the cantrips: *Control Flames* and *Fire Bolt* without the need for verbal or somatic components.
Spells and features uses the following for the Firebrand:
**Firebrand Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Art Credit** - [Valve](http://www.dota2.com/threespirits/) #### Wildfire At 10th level, you glow with an inner fire that inspires your allies and burns your enemies. When you activate your Second Wind ability, choose three creatures that you can see within 30 feet of you and roll 1d10 + your Charisma modifier. Enemies you choose take that amount in fire damage, where allies gain that amount in temporary hit points. #### Blazing Sovereign At 15th level, when you use your Action Surge, all the creatures you choose within 30 feet of you are affected by your Molten Transfusion feature until the end of their next turn. #### Sultan of the Pyre Upon achieving 18th level, at will, you can shed bright light out to 30 feet and dim light out to 60. Also, the first time a creature moves within 5 feet of you in a turn, or ends its turn there, you may choose for it to take your proficiency modifier in fire damage. As an action, you can create a line of fire 25 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. You cannot use this latter ability again until you finish a short or long rest. #### Ember's Child As part of being 18th level, you may cast the spell *Plane Shift* without the need for verbal, somatic, or material components. You can only take you and others between the Plane of Fire and the Prime Material Plane. \columnbreak You cannot cast this spell again until you finish a long rest.